SGOTM 12 - Smurkz

OK, playing now. I'm going short on the turn log (if I can). (Sorry, Wardancer. But thanks for the praise on the last turn log. :rolleyes: )
 
The save is HERE

Turnlog, Part 3

Turn 11 cont., 1260AD:
Two art and 2 elite inf redline and kill the Persian rifles near Rome.

Based on CA, Corp. will take 6 turns (4000b/689b/t = 5.8 turns) That will remain the pace for an extra 111beakers so I don't think I'm going to add that much in the next 8 turns. So, with the 2 turns of Industrialization remaining (at 100%) that leaves us 8 turns to build TOE. We have 56/600s so we need 544s in 8 turns = 68spt or 12 more than we have now. That's 6 engineers.
Try to hire engineers in Paris and **Crash**. Hey, you know what, I probably replaced the C3C popheads graphics with the PTW moodbadges. Let's go find a CfC mood badge mod --> Thanks Puppeteer for updating Evan's awesome mod! That fixed it.
Join four workers to Paris. Make 6 engineers sacrificing about 10bpt and 2fpt from Paris. Still should be OK for Indust and Corp in 8 turns.

That's the last I talk about MM.

Boat some workers from Inca towards Roma. Boat some military towards Hittites under cover of Frigates. Move boat stack closer to Hittites and will load units by road on the East side of Roma. Ship three defensive units towards York. They can upgrade there to Infantry for better defenses on the island.

Workers prioritize Tiwanku and Orleans.

IT: Persia uses their galleon and 2 frigates to drop off a single Knight by Thebes.:) Rifle approaches the demilitarized zone near Memphis. Korea demands gems and I accidentally tell them to shove off, but the agree.

1265AD - 1275AD:
Kill Persian units with artillery and elites but no leaders. 2 Guerillas end up in the demiliarized zone.

Boats towards Hittites. 3Inf and 1 art hit the hill in 1270. Second wave including the two armies land in 1275. I bomb and attack with the 3 inf losing one but killing two.

IT events 1265AD - 1280Ad:
Sumeria cancels 4gpt for Incense, then 8gpt for coal, they have no gpt.
Industrialization (1270)->Corp.
Russia gives 24gpt for salt and 6 of our 7 luxuries.
Persia&Celts Embargo us.
Memphis riots because I pulled the MP knight out of town and didn't hire a specialist.

1280AD:Attack Persepolis and Karakorum!

The dutch have a large stack near Persepolis. Artillery bomb Persepolis and we see there are only 3 rifles. We have to attack now or risk losing it to the Dutch. A heated exchange results in victory with our second to last Knight. Hire engineers to build a library.

Bomb the musket in Karakorum once and then lose an infantry attacking. The next two units win and our elite infantry gets a leader taking the town. I only have wounded infantry left, but they join the army. The three armys move to the hill next to Ta-Tu. Knights join, the foot units follow a tile behind. Three trailing boats from Rome unload under the Armies with 6 art, 4 knights, a guerilla and an infantry. Should be plenty to take the town next turn.

Frigates converge on the Persian fleet and each bomb their counterpart. The galleon becomes the top level ship.

IT:Sumeria cancels gems for 6gpt. Their economy is gassed thanks to all their units. Dutch withdraw units with the exception of a Knight running to the salt NE of Perse. Persians land a single Immortal near StF.

1285ADAttack Ta-Tu!
Artillery cycle through defenders. There's 3 of them and the best is now 2/4 Rifle. The guerilla army kills 2. Elite guerilla redlines it's rifle but dies. Elite Infantry kills immortal and gets a leader! (I'll hand him off.) Infantry army eliminates the Persians for good.

OK, we can make the leader into an Army and then we'll have 4. We could also rush the Pentagon if desired. I'm leaning toward a fourth army since transports are a ways out. The Dutch are powerful. We can use Babylon against them but we'd better be prepared to move in quickly if Babylon gets the upper hand. I would rather focus on the Dutch right now before they get Nationalism or RP. The Celts can wait.

I've got the tech and TOE synchronized but Paris must starve to accomplish this. They can eat cake after TOE is built. Paris will probably want a factory and power plant next so it can shorten the Palace prebuild time required for UN.

I've got galleons building on J-A to expedite transporting troops to Carthage. The Arabs are starting to make menacing trips to the border.

Good luck and have a good week. Hopefully I can check in to see how you're doing.
 
Got it, will play now. Attack the Dutch, and keep research going.
 
Turn 0, 1285AD: use the GL for another inf army, and start shipping our forces towards the Dutch.
Sel ivory to Arabia for 6 gpt.

IT: Babylon makes threatening moves. We lost furs, hence sell Medicine to Greece for Furs + Wm + 10 gold.

Turn 1, 1290AD:movement.

IT: Sumeria cancel spice deal, they are out of gpt. Alex can only pay 5 gpt for gems now, done. As expected, Babylon declares. Russia DoW Babylon. Very much against the odds, Babylon kills our knight. Korea moves a bunch of frigates past French Island.

Turn 2, 1295AD: The babylonian knight proves nearly invincible, but we kill him at the cost of 1 guerilla. It looks like we'll take on Babylon before the Dutch, after all... Arabia DoWs us as we attack Babylon. sci 40%.

IT: Sumeria cancels another lux deal, Arabia sends a little force our way, and we cancel our MPP with Russia. The Koreans were apparently after some barb galleys.
SGOTM_AD1295_ToE.jpg

Corporation -> Atomic -> Electronics -> Refining.

Turn 3, 1300AD: Starting the attack on Hattusas and landing at Tarsus. We have 2 infantry in Beijing, hopefully they will hold out against the Arabian onslaught.

IT: Zulu and Babylon embargo us - as if that matters... Pollution becomes a problem.

Turn 4, 1305AD: kill some Arab invaders. Kill a few rifles and
SGOTM_AD1305_Hattusas.jpg

Kill a musket and a pike :) and
SGOTM_AD1305_Tarsus.jpg


Our economy is not doing so well, we may have to disband some units. The Dutch have some gpt, we could sell luxes for it. Russia has MilTrad which could be useful to acquire.
We can continue the war vs Babylon, or shift the attack to Arabia, or take on the Celts, the Dutch or The Zulu. As the Dutch can supply us with some money they are the least interesting target. I think Celts are fine, otherwise Arabia.

If anyone wants to play, please go ahead and grab it. In the interest of speed, I suggest that from here on we forget about rosters and we just post a got it when we want to play. I may "reget" this later today or tomorrow if nobody else steps in.
 

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We can continue the war vs Babylon, or shift the attack to Arabia, or take on the Celts, the Dutch or The Zulu. As the Dutch can supply us with some money they are the least interesting target. I think Celts are fine, otherwise Arabia.

If anyone wants to play, please go ahead and grab it. In the interest of speed, I suggest that from here on we forget about rosters and we just post a got it when we want to play. I may "reget" this later today or tomorrow if nobody else steps in.
Taking out Babylon reduces the flip risk, which sounds good. It eliminates yet another SCI civ, but that is not our fault; we didn't attack them. :D

The Arabs own Magellan's, which would help us a lot with all the ship movement we have to do. I think it was in Mecca.

I am still game-less.
 
The Arabs also have Smith, which would also help. But there's only maybe 50 turns left in the game....

Regot it. Will play a few turns tonight.
 
Turn 4, 1305AD (cont): Sell 4 luxes to the Dutch for 16 gpt. Sell Industrialization to Russia for MilTrad + WM + 24 gold. I'm also selling off improvements in hopefully corrupt towns, to save on maintenance.

IT: Sumeria cancels another lux deal.

Turn 5, 1310AD: I'm shipping an infantry army to Carthage, because the Arabians are pressing too much.

IT: Sumeria cancels the last lux deal. Arabia DoWs Russia (probably because of their MPP with Babylon).

Turn 6, 1315AD: kill-kill-kill and not much else...

IT: Alex cancels coal deal. We renew silks for 3 gpt.

Turn 7, 1320AD: kill a big Babylonian stack near Tarsus, and some smaller landing parties elsewhere.

IT: lost a galleon.

Turn 8, 1325AD: kill some Arabian stack, but we lose a few ugly battles against an invincible pike. We could sign peace if we want to, but of course their MPP with Babylon would kick back in, so I don't. Land outside Nineveh.

We can take Nineveh next turn (I hope), and then decide to either eliminate the Babs or make peace with both Babs and Arabs. We have some trouble holding out against the Arabs, and we cannot reinforce atm because of Babylonian frigates in the shipping lane.
 

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I back but I'm not sure how much time I have to play because of catching up on real life. I like the got it system, never mind about the roster. Hopefully, zyxy and I can play while each other are sleeping thanks to the timezone. Temporary peace with Babylon/Arabs is fine as long as we go back and eliminate Babylon before the vote.

I haven't check the damage report on the Arabs, are they still the big meany of the world (our UN opponent?) If so, we should let them stay that way. We can use the MPP to get them to declare on us when Babylon is eliminated and MA the remaining civs against them so people like us better than them.
 
I grabbed it for a turn (a very long turn). Mostly just was figuring out worker orders and build orders. I think we should work towards getting wall street so we need 5 stock exchanges. We only have four banks at the moment so we need to build a stock in each of those towns, and a bank and stock in another town. I set builds for that accordingly.

We have a big overrun in beakers, so I set all our specialists to taxmen except some engineers for library builds in corrupt, unexpanded towns.

I took the opportunity to grab the Babylonian town that zyxy set up so well. All but 1 artillery bombed reducing the 3 rifles to 1hp each. Then 3 cav victories left a LB. The Mace army kill it and took the town.

I moved some units to York and some from J-A to Egypt. Babylon has a Knight or two running around in the Dutch lands so watch the border tiles closely. I think we need to reposition the galleons to bring fresh troops to the front. I think we need to move workers from J-A where they aren't benefiting us much to Maya land where they can irrigate/rail our small towns for growth.

I sank the Babylonian galleon near StF at the cost of a frigate. There is an exposed galleon near Thebes and a galleon in Memphis that should head back towards J-A. Each can be covered by the remaining moves of the Frigates near StF if the right tiles are chosen.

I cancelled the coal plant build in Paris in favor of the stock. I'm not sure a coal plant. We need to count turns remaining to the Modern Age and plan for our palace prebuild. We also need to watch out that Universal Sufferage and Hover Dam don't end up allowing a cascade to the UN by someone else.

I dropped science, keeping refining due in 2 with positive cashflow.

Save is here
 
Sorry I couldn't get to it last night. I will try to put some more turns in tonight. After that, I'm travelling until Monday and won't have a chance to play so zyxy may end up finishing this like I did the last one.
 
Cleaning the house and packing took longer than expected (it's midnight), but what the heck, let's play some...Got It.
 
Just rough notes. I'm trying to get 1000s due at the same time as Modern Age is reached. We're still at 6-8 turns per tech so we have a while before Paris starts building Palace. Workers will be irrigating in general, or moving to where irrigation is worthwhile. Armies will be going for Babylon elimination, then Celts, with enough hold backs to keep the Dutch honest.

Arabs have 50gpt so I think we should get peace ASAP. But we have to deal with the MPP on Babylon.

IBT lose an empty galleon to Babylon Frigate.
Arab musket enter our area, LB+Pike leave towards Russia.

Kill the Babylon frigates with 2 of our own and a galleon (theirs was redlined to start with).
Advance the artillery and Armies towards Babylon. Cavs stay to heal in the barrack. I leave the artillery 2 tiles from Babylon while the two Armies move adjacent to Babylon on separate tiles so no units can run around and capture the artillery.

Workers roading Egypt to Mongolia. Infantry cover them from Babylon rifle.
Sci down to 60% still get Refining in 1.

IBT Babylon manages to sink another galleon.:mad:
Refining>Steel at 100% sci. Even with all specialists, I couldn't get to 6 turns. My CivAssists says the I should already be at 6 turns so I don't know what's wrong.

Artillery get 3 rifles down to 2,1 and 1HP. Guerilla army kills the 2 and 1hp rifles. Mace Army draws LB fire but kills the rifle losing only 1hp. It kills the the LB and Babylon is gone.
Settle for peace with the Arabs getting all their gold and 12gpt. Sell Industrialization to them for 38gpt. I've trapped their musket in Carthage so we might convince them to re-DOW on us if desired.

Paris is building Sufferage to take it off the cascade list. It can probably build Wall Street via prebuild in 4 turns after Sufferage as long as StW finishes it's bank and uni in time.

Move ships to establish a crossing from Babylon to New York and Orleans to Celt. Rails connect New York to Orleans so the trip should only take 2-3 turns to go from Babylon to Celt. Just don't leave us too vulnerable to Dutch suprizes. Ninevah is a flip risk at the moment to the Dutch. Ran out of time and have to save.

Good luck zyxy. Hope you're done by the time I get back on Monday.

Save is here
 
Well, I'm at the airport and my flight is delayed by 3hours. Thankfully they have free WiFi. I'm going to grab the game. If you don't hear from me in the next 4 hours. Assume my flight left early and I didn't have time to post results. Then go ahead and play from the last save since I'm not going to spoil anything for four days.
 
Plane is boarding: Rough notes...
Trade Industrialization to Greece for 43g+4gpt+WM. Then to Sumeria for worker+26g+WM. Then to Korea for 9g because they have Nationalism and I don't want Greece to trade for it. Slave starts forestry on FS for lack of something better. Playing with specialists I realize that I only needed one more to get to 6turns for steel. :crazyeye: Hire one in Silky at the cost of some food.

IBT Greece start U.S.

1345 Nineva scientists rehired after starvation to get us back to 5turns on steel.
Consolodating Boats to Orleans to deliver 2 armies 8 other units (arts and some inf) for delivery to Celts.
Steel in 5.

IBT Arabs want MA against Russia and ROP. No thanks. Memphis revolts. Seems whipping keeps adding unhappiness that wasn't there the turn before?

Paris got hit with pollution and I missed it so no workers to clear. I need to hire two more scientists to keep Steel in 4. Sacrifice the engineers in Washington.

EDIT: False alarm. I'll keep playing. New departure time is about 45 mins from now. My notes are sort of point less, so just play from the latest save on gotm server tomorrow.

More rough notes:
Sell Music Theory to Celts for WM and all 16g then DOW. Drop off 2 armies, 1Infantry, 1Guerilla and 6 artillery. They have a ton of units. Hopefully we can hold out from the mountain top.
France is now devoid of units so transfer 3 cavs from Babylon via ship chain. Replace them from Egypt with single galleon from Memphis (was working to set that up for 2 turns). Results in 3 Inf and 1 Guerilla added to Ninevah incase the Dutch get uppity. The French cavs illuminate the area near the horses which is prone to barb camps popping up and preventing travel.

Troops on Celt island are not attacked so artillery can redline units and guerilla army can kill them and retreat to mountain.
 
Sorry, didn't have time to play, and now I'll be away on holiday until the 20th.
 
And once again, the end of the SGOTM our team has one player. :( Or is Niklas off the Injured Reserve List?

I've got a lot of catching up to do with RL. I may be able to play again tomorrow and unless Niklas or CB chime in, I will be working solo to try to bring it home.
 
I can play, but I'm really very out of touch and feel like I need a good, concise rundown of the plan. I haven't really been paying attention :(. If I get that I can certainly play 10 or more, though turnlogs will be short (not that I think that matters at this point).
 
As much of an update as needed:
Priority #1 - learn fission as fast as possible. To do that we're trying to add research power by: irrigating/railing corrupt cities so they can hire more scientists, building research building (and courts) in newly acquired, non-corrupt towns. We just finished refining and are working on Steel. Techs seem like they are going to take 7 or 8 turns.
Priority #2 - get Paris to prebuild 1000s due on the turn we enter the Modern Age so we can gift civs up, trade for Fission and change build to UN. The timing is critical for this. Too early and we can't build UN, too late and we delay our finish date. Techs seem to be taking 7-8 turns and I'm not sure we can speed that up by much, but it means we don't need to start the prebuild yet.
Priority #3 - eliminated all enemies and non-scientific civs except Arabia. Enemies (like Babylon and Persia) had to go because they would vote against us. Non-Scientific civs don't have to go, but their cities help us with Priority #1. Remaining non-science civs are Celts (war in progress), Dutch, Zulu and Arabs. I think we were going to make Arabia decidedly bigger than the nearest AI by gifting towns to them so we know they are our opponents in the UN vote.
Priority #4 - finish the game before the guillotine falls.

Some assignments I have made to reach the goals above:
Paris is building Universal Sufferage to remove it as a potential cascade item. Then it will build Wall Street in 4 turns to give us more cash to deal with rising research costs. To make Wall Street available, we need 5 Stock Exchanges. Four are being built since their towns had banks already, the fifth needed to build a bank first. (I think this is in StW, but I'll check later.)

Two armies are on Celtic soil. We need to move enough offense there to take out their towns. The galleons are positioned to move units from Babylon to New York, and then ride the rails to Orleans, to be transported to Celt via galleons there. We are a few units short at the moment and new builds in J-A/India/FS would need to be transported to Babylon. I'm not sure ships are in position for that.

The Dutch will probably attack us at some point and I don't want to have a lot of undefended towns on their continent so many units are tied down to defense there. If we want to risk it, we can transport them to the Celts to speed that war and then transport them back to take on the Dutch.

I can play Tues, Wed or Thursday so you can take it or you can wait for me to play and take it for the weekend.
 
Thanks for that! :)

If I can manage I'll play some turns this evening. Otherwise you can take it tomorrow and I'll take it when you're done with it.
 
If you do play tonight, there are some things I thought about dealing with the Celts:
  • The stack is not attacked so if everyone stays on the mountain tile, they should be safe.
  • I think if you redline all the units on the iron mountain, you can bomb it again and the road to the iron can be cut without setting foot on it. I forgot that until after I used the remaining art for something else.
  • The guerilla army can kill something on grassland and then retreat to the stack. Since it's an army, I think it can heal in enemy territory so I would use it to knock off units while we wait for more offensive troops to attack the cities. The best scenario is to have a stack of 3 enemy units on flatland. Redline them all, then you can kill two of them with the Guerilla army and it still won't advance because of the remaining unit there.
  • I don't think the Celts can buy salt from anyone, nor Nationalism so it should just be pikes.
  • They moved a lot of units to the northern city when I DOW'd. The southern city must have had it's full complement of defenders because they didn't move any more into that city.

Other thoughts:
I would like to figure out the optimal size for each town (based on terrain/food bonuses) and use the workers to get each town to that level as quickly as possible. Some of the workers seem to be on the wrong continent. There is probably a good chance to join workers to size 7-11 towns to get them up to 12. I haven't paid much attention to that yet. I also haven't looked at CivAssist to see what our beaker/turn number is, and how many more beakers we need to get to the next level (i.e. 6 turns instead of 7, or 5 instead of 6.)
 
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